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-   -   Balance Mod Available for SE:V (http://forum.shrapnelgames.com/showthread.php?t=30863)

Q October 13th, 2007 07:08 AM

Re: A few observations
 
I feared it might be not so easy. If you have time, could you post the changes you need to adapt the AI scripts?

Captain Kwok October 13th, 2007 11:03 AM

Re: A few observations
 
It's not really any problems with the v1.58 patch, but more with some AI designs missing weapons or being far too friendly. http://forum.shrapnelgames.com/image...ies/tongue.gif

javaslinger October 13th, 2007 04:16 PM

Re: A few observations
 
Kwok,

I take it you have no real desire to release a 1.09a for 1.58 compatibility? Would make like easier for us on PBW.

Thanks,

Javaslinger

Captain Kwok October 13th, 2007 08:03 PM

Re: A few observations
 
I didn't say that. I said I could do it for next weekend.

Q October 14th, 2007 02:26 AM

Re: A few observations
 
Wouldn't the AI files of BM 1.10 work with BM 1.09?
The breaking of savegames is usually due to changes in the data files not the AI files.

Captain Kwok October 14th, 2007 03:32 AM

Re: A few observations
 
The v1.10 scripts wouldn't be easily compatible with v1.09 of the mod because they have been modified for the revised fighter sizes and many of the changes to components and the research tree.

Captain Kwok October 14th, 2007 04:06 AM

Balance Mod v1.10 Available!
 
Greetings!

The next version of the Balance Mod is finally available. There's been a ton of fixes/revisions to both the data files and AI. Note that v1.10 is not save game compatible with previous Balance Mod versions and it requires the latest version of SE:V to run.

Download it here:
http://www.captainkwok.net/balancemod.php

Version 1.10 (14 October 2007)
--------------------------------

01. Fixed - Error in ShipExperience.txt was preventing experience bonuses from being applied
02. Fixed - Error in fleet experience points required for elite status
03. Changed - Increased starting maintenance for ships to 25%
04. Changed - Reduced Shield Regenerators to 6 levels
05. Changed - Decreased ability amount for Shield Regenerators
06. Note - Shield Regenerators are stackable
07. Changed - Split Armor into 5kT and 10kT Light and Heavy versions
08. Added - Pictures for Heavy Armor
09. Changed - Increased Emissive Armor to 16 levels
10. Changed - Decreased Small Emissive Armor to 3 levels
11. Changed - Life Support and Crew Quarters reduced to 5kT and increased to 6 levels
12. Changed - Increased Vehicle Systems to 6 levels
13. Changed - Seeker weapons can now be placed on Outer or Inner hull slots
14. Added - Pictures for 5kT Supply Storage and 5kT Ordnance Storage components
15. Changed - Reduced Intel defense modifier in settings.txt
16. Changed - Increased Supply and Ordnance storage for planets
17. Changed - Reduced the ordnance supplied by Emergency Reordnance Pods
18. Changed - Drone Launchers now count towards Carrier requirements
19. Changed - Small Rocket Pods can now be placed on troops
20. Added - Randomized the amounts for a stellar object's abilities
21. Changed - Removed Green Stars
22. Changed - Reduced size of fighters and decreased their required engine amounts
23. Changed - Increased maximum size of Medium Freighter hulls to 800kT
24. Changed - Increased maximum size of Large Freighter hulls to 1200kT
25. Changed - Increased costs for Computer Core components
26. Changed - Increased size of Drone Computer Core to 20kT
27. Added - Small Ripper Beam
28. Added - Pictures for Small Ripper Beam
29. Changed - Reduced Small Incinerator Beam to 3 levels
30. Changed - Reduced Time Distortion Burst to 20kT and Small Time Distortion Burst to 2kT
31. Changed - Space Yard component reduced to 300kT size
32. Changed - Increased storage amounts for resource storage facilities
33. Changed - Reduced Storage tech area to 11 levels and increased its cost
34. Changed - Reduced Medical Treatment tech area to 5 levels and increased its cost
35. Changed - Reduced Medical Lab facility to 5 levels
36. Changed - Lots of minor changes to facility costs and structure amounts
37. Changed - Genetic Recoding Labs now has a ground combat modifier ability for the system
38. Changed - Reduced Temporal Vacation Service facility to 5 levels
39. Changed - Reduced Urban Pacification Center facility to 5 levels
40. Changed - Reduced Psychic Scanner to 11 levels
41. Changed - Reduced Fate Shrine to 5 levels
42. Changed - Reduced Nature Shrine to 5 levels
43. Changed - Reduced Time Shrine to 5 levels
44. Changed - Re-organized Religious Technology facility availability
45. Changed - Interspersed Climate Control Facility and Value Improvement Plant levels in Planet Utilization tech area
46. Changed - "Skip Armor" damage type now has 95% penetration versus armor
47. Changed - "Only" damage types now have 100% penetration versus armor
48. Changed - Most damage types do only 50% of their normal damage amount to facilities
49. Changed - Reduced Bombardment Weapons to 11 levels
50. Changed - Increased damage amount for Planetary Napalm
51. Changed - Reduced the positive effect of troops on population happiness
52. Changed - Reduced the happiness effect from the Naturally Happy and Naturally Depressed traits
53. Fixed - A number of errors in defense penalties for ships and space stations
54. Fixed - Error in tech requirements for Organic and Crystalline Carriers
55. Changed - Increased the map area for ground combat
56. Added - Added additional buildings for ground combat
57. Added - AI Minister for Survey Ships
58. Added - AI Minister for Patrol Ships
59. Added - AI Minister for Cloaking
60. Added - New AI design types
61. Fixed - Combat designs for some races would be created without weapons
62. Fixed - AIs were not longer immediately hostile to human players in AI team mode
63. Fixed - AI ships and fleets were not resupplying as often as required*
64. Fixed - Error in Medical Ship orders
65. Fixed - Ships were not always sent to join the most appropriate fleet
66. Fixed - Error in AI selection of systems to attack
67. Fixed - The AI was never giving up, never surrending*
68. Added - AI will use Space Yard Ships to construct remote defense bases
69. Added - AI will break their treaties with the Mega Evil player
70. Changed - AI will now use Carriers for Drone Carrier design type
71. Changed - AI will use cloaking devices
72. Changed - AI's facility selection is now more responsive to its needs
73. Changed - Improved the AI's vehicle purchasing routine
74. Changed - Improved the AI's handling of resources
75. Fixed - AI wasn't using Fighter or Drone Groups for attacks
76. Added - AI will drop troops on rioting colonies
77. Added - AI will send their fleets for training
78. Fixed - Error in AI scrapping routine for ships
79. Fixed - AI Minister for Population Transports was not working correctly
80. Changed - Improved AI's use of scout ships for exploration and surveying
81. Changed - AI will now use Patrol Ships for patrol missions only
82. Changed - AI players will focus on sabotage operations only
83. Fixed - Error in Intelligence script that allowed projects to succeed more than they should*
84. Fixed - Error in destroy resources intel project that allowed negative values
85. Changed - Increased emphasis on defense point contribution to leaky intel success rate calculation
86. Fixed - Sometimes the AI would get stuck trying to research a tech area level that did not exist
87. Changed - Made improvements to the AI's research pathing
88. Changed - Improved the AI's starting tech selection
89. Changed - Revised each AI Empire's weapon and design type usage
90. Added - General improvements to AI diplomacy
91. Changed - A weaker AI at war will consider making peace
92. Pending - AI design improvements
93. Pending - Improvements to AI setup scripts
94. Added - Fixes for stellar events
95. Updated - AI Scripts

Ironmanbc October 14th, 2007 04:14 AM

Re: Balance Mod v1.10 Available!
 
just a few fixs huh http://forum.shrapnelgames.com/images/smilies/wink.gif

AstralWanderer October 14th, 2007 04:34 AM

Re: Balance Mod v1.10 Available!
 
Thank'ee Capn! http://forum.shrapnelgames.com/images/smilies/happy.gif

*stops compulsively hitting Reload on the mod download page*

Q October 14th, 2007 06:53 AM

Re: Balance Mod v1.10 Available!
 
Thank you very much Kwok for these "few" (95!!) fixes.

The AI files may not be optimal for BM 1.09 but a quick trial showed that at least they work, which is 100x better than the current situation. Therefore until you release the 1.09a AI version and the original scripts I will use the 1.10 AI files in my games.

Kamog October 14th, 2007 07:08 AM

Re: Balance Mod v1.10 Available!
 
Thank you, Captain Kwok. I very much appreciate, and I'm grateful for, all the work you are doing with the Balance Mod. http://forum.shrapnelgames.com/images/icons/icon7.gif I don't play stock SEV; I only play Balance Mod.

fabio80mi October 14th, 2007 07:32 AM

Re: Balance Mod v1.10 Available!
 
Thank you!

Kamog October 14th, 2007 09:16 AM

Re: Balance Mod v1.10 Available!
 
When you place an emergency propulsion on a ship design, a warning appears that you can only have one emergency energy component on the vehicle, even if it's the only one on the ship.

Can you please look at this? Thanks!

Captain Kwok October 14th, 2007 10:47 AM

Re: Balance Mod v1.10 Available!
 
Greetings...

There was a small problem with one of the default AI files and so you should re-download the mod to fix:

http://www.captainkwok.net/balancemod.php

---

I'll check out the emergency propulsion component.

Saber Cherry October 14th, 2007 01:55 PM

Compression
 
Thanks for the new version! I've been looking forward to the AI improvements. Hopefully they will attack me and build research labs now. Incidentally, and I don't know whether you addressed this or not, but in 1.09 the AI would refuse any gift I offered them. Sometimes they would even request an economic loan or military aid, but if I replied with an appropriate gift of resources or ships, they would reject it.

I don't know if you have to pay for bandwidth, or have bandwidth limits, but after unzipping the mod and AI files together, I was able to recompress the entire 1.10+ folder down to 3.32 MB using 7-zip (in the 7z format)... FYI.


Edit. Small text bug:
Quote:


Ability 3 Type := Description Only
Ability 3 Description := Small Fighters can only have a maximum of 4 engines.

(...)

Requirement 4 Description := Small Fighters can only have a maximum of 2 engines.
Requirement 4 Formula := Get_Design_Ability_Component_Count("Movement Standard") <= 2



Ironmanbc October 14th, 2007 03:17 PM

Re: Compression
 
I don't have 7-zip, I use WINRAR.

AstralWanderer October 14th, 2007 05:04 PM

Re: Compression
 
Ironmanbc said:
I don't have 7-zip, I use WINRAR.


IZArc, TugZip and ZipGenius can handle Rar, 7-Zip, Zip, Ace and numerous other formats. They are all free so it makes good sense to use the most efficient compression option available.

fdlu October 14th, 2007 06:08 PM

Re: Balance Mod v1.10 Available!
 
Quote:

Captain Kwok said:
Greetings!

The next version of the Balance Mod is finally available. There's been a ton of fixes/revisions to both the data files and AI. Note that v1.10 is not save game compatible with previous Balance Mod versions and it requires the latest version of SE:V to run.

Download it here:
http://www.captainkwok.net/balancemod.php

Version 1.10 (14 October 2007)
--------------------------------
.
.
23. Changed - Increased maximum size of Medium Freighter hulls to 800kT
24. Changed - Increased maximum size of Large Freighter hulls to 1200kT
.
.



Possible bug ?

Just fired up a game to see the new "goodies" (light/heavy armor etc.) with all tech points enabled.

Noticed in ship sizes that the freighters (at lvl 3) were at 400 / 700 / 1000 kt for small/medium/large.

Arralen October 14th, 2007 06:21 PM

Re: Compression
 
Quote:

AstralWanderer said:
Ironmanbc said:
I don't have 7-zip, I use WINRAR.

IZArc, TugZip and ZipGenius can handle *numerous* formats. They are all free so it makes good sense to use the most efficient compression option available.

Why use a poor substitute to the real thing - especially if it's free and opensource anyway?
http://www.7-zip.org/


Btw., Kwok, thanks for your mod - it makes an abysmal game usuable, what is quite a feat !!


Saber Cherry October 14th, 2007 07:06 PM

Re: Compression
 
Quote:

Arralen said:
Btw., Kwok, thanks for your mod - it makes an abysmal game usuable, what is quite a feat !!



Agreed.



Another bug (?) in Settings.txt:

Quote:


//---------------------------------------------------------------------------------------
Minimum Number Of Systems Small Quadrant := 20
Maximum Number Of Systems Small Quadrant := 50
Minimum Number Of Systems Medium Quadrant := 50
Maximum Number Of Systems Medium Quadrant := 100
Minimum Number Of Systems Large Quadrant := 100
Maximum Number Of Systems Large Quadrant := 150
//---------------------------------------------------------------------------------------
Minimum Number Of Systems Small Quadrant := 10
Maximum Number Of Systems Small Quadrant := 20
Minimum Number Of Systems Medium Quadrant := 30
Maximum Number Of Systems Medium Quadrant := 60
Minimum Number Of Systems Large Quadrant := 60
Maximum Number Of Systems Large Quadrant := 100
//---------------------------------------------------------------------------------------


I assume the second copy will overwrite the first? Not sure which set is intended, but personally, I like the lower numbers better.

AstralWanderer October 14th, 2007 07:10 PM

Re: Compression
 
Arralen said:
Why use a poor substitute to the real thing - especially if it's free and opensource anyway?


Because the "real thing" doesn't handle as many filetypes (.ace being the main omission), lacks shell integration options and uses a non-standard, IMHO revolting (pink!) colour in highlighting selected items.

Aside from that, it's quite OK. I prefer IZArc though - ZipGenius has acute featuritis while TugZip (a close second) has a rather awkward interface.

This is going OT though... http://forum.shrapnelgames.com/images/smilies/wink.gif

Ironmanbc October 14th, 2007 08:24 PM

Re: Compression
 
there is alot of compression programs out there, I stick to ones that are most common http://forum.shrapnelgames.com/images/smilies/wink.gif

se5a October 15th, 2007 03:15 AM

Re: Compression
 
people use .ace?

I've found that the most used is .zip, after that it's rar.
Ive rarely if ever seen anything else used, however 7zip is very popular due to the open source thing, it also doesnt have all the crap nag/addware that some of the other *free* ones have.

Captain Kwok October 15th, 2007 10:57 AM

Re: Compression
 
How about we stick to discussion about the mod and how many bugs it has in v1.10?

Q October 15th, 2007 01:30 PM

Re: Compression
 
Kwok in the AI minister file you have the number of minister = 55 but there are 56 ministers listed.

DrewBlack October 15th, 2007 05:34 PM

1.10
 
hI

Excellatn work as ususal, one question how long before the Ai is updated to 1.10?? days/weeks??

Thanks
Drew

Arralen October 16th, 2007 03:24 AM

Re: 1.10
 
  • AI/Autodesign puts "Crew Quarters" and "Live Support" into O, not I, even if there's plenty of room in I left.
  • Colonizer get send and park over suitable worlds forever, if the AI is not allowed to build in that system because of a treaty (maybe hardcoded).
  • Colonizers (AI) should not carry ordnance storage.
  • Sometimes "autodesign" does not work (haven't noted down when it happened exactly, most likely was an "Explorer" design early in the game.

Fyron October 16th, 2007 04:06 AM

Re: 1.10
 
Quote:

DrewBlack said:Excellatn work as ususal, one question how long before the Ai is updated to 1.10??

About -2 days? 1.10 includes updated AI.

Saber Cherry October 16th, 2007 04:15 AM

Re: 1.10
 
Maybe bugs:

AI still likes to request aid from me often, but rejects aid when I offer it. I don't really think the AI should ever reject a gift of resources...

An AI empire sent some destroyers to hammer my undefended colonies. The destroyers were armed with level 3 Meson Blasters. And after shooting long enough to run out of supplies, they still never killed a single population. This was on 2 different planets. I guess it is due to the 50% ground damage multiplier and high population structure, but it seems really wierd, and cripples the AI's ability to wage war.

Trade Treaty % is messed up (probably the game engine). In the text file, you seem to have set it to max at 12%, in 2% increments. In the game, it is still displayed as 5% increments up to 30%, in the treaty setup screen. However, I have 4 trade treaties, and for each of them I selected 30% max. Two max at 12%, one maxxed at 17%, and one at 27%. It's kind of baffling...


More like anomalies:

Small Ordinance Vat and Large Ordinance Vat are proportionately different in terms of storage generation. Maybe this is intentional, but I would have expected one to be exactly 4x of the other.

Weapon Platform and Satellite Cores both store twice as much supply per kT as supply storage.

Mine Layer gains a level every tech level, while Fighter Bay, Drone Launcher, and Sat Bay all gain a level every 2 tech levels. This means mine layers can quickly pass up cargo bays in storage/kT, which is strange.

Fighter Engines got twice as good (since fighters need half as many points per move now) but afterburners stayed the same. So now, afterburners are really pathetic. Perhaps 1 kT size would be better?

Because Fighter Rocket Pods can now target... everything, they are utterly devastating in fighter battles. In 1.09, I was using rocket pods for anti-ship fighters and APBs for anti-fighter fighters. But if a rocket fighter can kill a beam fighter so fast that they each only shoot each other once, then rocket fighters become the best in all situations, rendering other weapons irrelevant. Ordinance is a non-issue, since rocket pods already contain enough for 500 damage, and fighters generally die or win before using it all.

Captain Kwok October 16th, 2007 10:26 AM

Re: 1.10
 
Quote:

Arralen said:
  • AI/Autodesign puts "Crew Quarters" and "Live Support" into O, not I, even if there's plenty of room in I left.
  • Colonizer get send and park over suitable worlds forever, if the AI is not allowed to build in that system because of a treaty (maybe hardcoded).
  • Colonizers (AI) should not carry ordnance storage.
  • Sometimes "autodesign" does not work (haven't noted down when it happened exactly, most likely was an "Explorer" design early in the game.

There's no way to tell how many inner versus outer slots remain on a design, so sometimes LS or CQ are placed on the outer slots to

The colonizers will get new orders. It might take a turn or two until another colonizable planet crops up though.

Colonizers carry ordnance storage so that the colonies they found have some ordnance.

thebigsilly October 16th, 2007 02:58 PM

Re: 1.10
 
Yes, I think I agree in some ways with the criticism of Fighter "Rocket Pods"! Perhaps you could experiment with a much lower ordnance storage for them (say, each pod weapon item contains one or two shots, and ordnance storages must be added for more than that), and see how that balances?

One or two shots (default) would also be more in keeping with the kind of ammo amounts normally seen in sci-fi of this nature, which, in the case of fighters, seem to derive from modern jet combat craft and their Air-to-Air missiles, which function by external hardpoints and so leave relatively little room for "extra shots."


I do not know if this is a function of the mod's AI/strategy settings, but after my ships that are defending a warp point have killed their target (having come through the warp-point), regardless of their levels of supplies, ordnance, or level of damage, they all immediately face away from the warp point and begin flying away from it, towards the "retreat" area of the screen. I have to select them all very fast and tell them to stay put, or else they would be too far spaced away to blast what comes through the warp-point next!

maccca41 October 16th, 2007 04:24 PM

Re: 1.10
 
Captain Kwok,
A quick question. Will all the shipsets that are available at the moment work with 1.58 and 1.10 / 1.11 if the AI scripts ae changed to either Defensive, Moderate or Aggressive as per your instructions on your website. I am asking this because a few people on the SEV universe website have reported problems and I am a bit confused.
Many thanks for all the hard work and dedication with this mod.
Thanks in advance.

Dan_ October 17th, 2007 11:01 AM

If/When we can expect a BM1.09 - SEV1.58 version?
 
Howdy, Just wondering if/when we can expect a BM1.09 - SEV1.58 version we can use to continue our pbw game?

A couple or the players got automatically updated by steam and it's been on hold since. If it's going to be a while (or never) we can try going back to the old version. Thanks.

Captain Kwok October 17th, 2007 12:26 PM

Re: If/When we can expect a BM1.09 - SEV1.58 versi
 
I'd like to have a small v1.09 patch around the end of the weekend.

Romulus68 October 17th, 2007 02:38 PM

Re: If/When we can expect a BM1.09 - SEV1.58 versi
 
Quote:

Captain Kwok said:
I'd like to have a small v1.09 patch around the end of the weekend.

Thank you for the time and help.

Baron Munchausen October 17th, 2007 03:04 PM

Re: 1.10
 
Quote:

Arralen said:
  • AI/Autodesign puts "Crew Quarters" and "Live Support" into O, not I, even if there's plenty of room in I left.
  • Colonizer get send and park over suitable worlds forever, if the AI is not allowed to build in that system because of a treaty (maybe hardcoded).
  • Colonizers (AI) should not carry ordnance storage.
  • Sometimes "autodesign" does not work (haven't noted down when it happened exactly, most likely was an "Explorer" design early in the game.

The AI should be smart enough to check for colonizers 'in route' when a new treaty is agreed and re-route anything that will be disallowed when it arrives. Surely this part of the AI is not 'hard' coded!

And actually, colonizers should have ordnance storage. The best early defense a colony can have is a missile-armed weapon platform -- which needs ordnance to operate! So, until the first supply depot is built in the system, where does ordnance come from? It has to already be present. Meaning, the colonizer has to bring it. A really good AI would build the weapon platform at the point of origin and load it into the colonizer but I suppose that's very complicated to work out. Putting a weapon platform as the first thing a new colony builds would be nearly as good, though.

Captain Kwok October 17th, 2007 03:20 PM

Re: 1.10
 
The problem is that you can't read the orders of a ship, so there's no way to retrieve the id of the planet the ship is heading to.

Baron Munchausen October 17th, 2007 08:02 PM

Re: 1.10
 
Yargh! But the game can show you where the ships are going... A definite omission in the scripting functions. And here I thought SE 5 was finally close to 'done' with this patch!

HercMighty October 17th, 2007 10:09 PM

Re: Balance Mod v1.10 Available!
 
Quote:

Kamog said:
When you place an emergency propulsion on a ship design, a warning appears that you can only have one emergency energy component on the vehicle, even if it's the only one on the ship.

Can you please look at this? Thanks!

Captain Kwok:

Were you able to look at this? I see the same thing.

Thanks

Dan_ October 18th, 2007 04:30 AM

Re: If/When we can expect a BM1.09 - SEV1.58 versi
 
Yeah, Thanks Captain Kwok, making the components smaller like the life support is heaps better. Light organic armor would be good if the effect can be made that small.

I haven't tried the rocket pods, but did notice the afterburners which seemed rather useless for their space and cost. Perhaps they have more of an effect than the description - I didn't try em, or maybe it's just the lvl1 ones.

It seems the facility space is still not being increased for races with 'Advanced Storage Techniques' racial trait. I thought I read that this was fixed in 1.58.

One thing that always annoys me is how you are always forced to use the latest components and hulls. There are several reasons to use the old ones, like the newer ones are more expensive, or larger than you want them to be, or less value/cost like shields. Until SEV has the functionality to select old components and hull, I wonder if it would be worth setting up the balance mod so old components and hulls were always available. I would prefer this, but I don't know about other players or how much work it would be. I've suggested it to Malfador, but it hasn't been done yet that I know of.

How about others people here - would you prefer to have the full list of old components and hulls, or the way it is where you can only use the most recent?

Kamog October 18th, 2007 10:09 AM

Re: If/When we can expect a BM1.09 - SEV1.58 versi
 
Quote:

Dan_ said:
How about others people here - would you prefer to have the full list of old components and hulls, or the way it is where you can only use the most recent?

Well, it would be nice to be able to use older components in some ship designs because sometimes I build ships with the intention to trade them with another empire, and I don't want to give away my latest technology.

Captain Kwok October 18th, 2007 11:51 AM

Re: Balance Mod v1.10
 
There's no easy way I know of providing the old levels. It'd be up to MM to add in this feature.

---

The Balance Mod never did have the expanded facility space with the advanced storage trait.

---

I've fixed all the one per components. You can fix it for your copy by just adding >= 1 rather than = 0 to the restriction formula.

Q October 18th, 2007 02:15 PM

Re: Balance Mod v1.10
 
I SE IV, where you were able to use older components, I very rarely used this. So for me it is not an important feature I miss in SE V.

HercMighty October 18th, 2007 10:06 PM

Re: Balance Mod v1.10
 
Quote:

Captain Kwok said:
I've fixed all the one per components. You can fix it for your copy by just adding >= 1 rather than = 0 to the restriction formula.

What file is this setting in?

Thanks

Ed Kolis October 18th, 2007 11:12 PM

Re: Balance Mod v1.10
 
Components.txt

Dan_ October 20th, 2007 03:32 AM

Re: Balance Mod v1.10
 
1 Attachment(s)
Captain Kwok, when you do the patch for BM1.09 to run on SEV1.58, could you please include the fix for the ground combat troop/pop problem?
I tried this with with the BM1.09 files Heber_Magalhaes changed to work in SEV1.58 (attached) and there were no problems loading and running BM1.09 SEV1.44 games. I'm not sure if there is other changes in SEV1.58 like this which require alterations in the mod files. If there are not, we could just use this as the patch.
Thanks

Tim_Ward October 20th, 2007 10:53 PM

Re: Balance Mod v1.10
 
Hol-y [censored] that is a lot of malitia.

Captain Kwok October 22nd, 2007 07:38 PM

Re: Balance Mod v1.10
 
I'm finishing up that v1.11 patch for tomorrow. Once that is released then I'll put together that v1.09 PBW patch.

Dan_ October 23rd, 2007 07:07 AM

Re: Balance Mod v1.10
 
Ok, Thanks for the update.

Captain Kwok October 23rd, 2007 10:47 PM

Re: Balance Mod v1.09 PBW Patch
 
Greetings!

I've posted a patch for v1.09 of the Balance Mod that will allow it to be used with the v1.58 patch for SE:V. It's primarily intended for v1.09 PBW games, but it does have an AI update for those that wish to carry v1.09 Balance Mod saved games to the v1.58 SE:V patch. Note that you need v1.09 installed prior to applying the patch!!!

The v1.11 patch of the Balance Mod should be along in a few days. It features a number of bug fixes and tweaks for the current v1.10.

The v1.09 PBW Patch is here:
http://www.captainkwok.net/balancemod.php

Version 1.09 PBW (23 October 2007)
----------------------------------

1. Updated - Settings.txt to be compatible with SE:V v1.58
2. Changed - Updated component and facility restrictions for "Only One Allowed" items
3. Changed - Updated Happiness.txt to new format for SE:V v1.58
4. Changed - Increased Skip Armor damage type to 95% penetration versus armor
5. Changed - "Only" damage types now skip armor completely
6. Fixed - Miltia amounts
7. Fixed - Error in fleet experience elite level requirement
8. Fixed - Errors in defense penalties for a number of vehicles
9. Changed - Reduced ability amount for Emergency Reordnance Pod
10. Changed - Reduced ability amount for Shield Regenerators
11. Changed - Increased cost of Drone Computer Core
12. Fixed - Errors for Carrier tech area requirements
13. Changed - Increased amounts for resource storage facilities
14. Fixed - Error in combat speed for Drones
15. Fixed - Errors in tech area requirements for some vehicles
16. Updated - Intel and Events scripts
17. Updated - AI scripts to run with SE:V v1.58


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